With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!

— The Medic

”

The Medi Gun is the default secondary weapon for the Medic. It is a modified team-colored fire hose nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols, similar to a Teleporter trail. When a disguised Spy is over-healed, enemies can also see the team-colored crosses.

Despite technically being a weapon, the Medi Gun's chief purpose is healing injured allies and boosting the total health of the target up to 150%, also called overhealing or buffing. The Medi Gun's healing rate is variable, with a minimum rate of 24 HP per second in combat when healing players who have taken damage in the past 10 seconds. If the player being healed has not taken damage in the past 10 seconds, the Medi Gun heal rate will increase linearly with time up to a maximum of 72 HP per second healing for players who have not taken damage in the past 15 seconds (For example, a player who has not taken damage in the past 12.5 seconds will heal at a rate of 48 HP per second). The maximum healing rate of 72 HP per second also applies to freshly-spawned teammates.

As the Medic keeps his beam focused on a target, his ÜberCharge bar will gradually fill. The ÜberCharge meter will fill at a rate of 2.5% per second when healing injured targets (that is, not fully overhealed). The rate is halved when healing targets whose health is at 142.5% or higher, or if the target is being healed by an additional healing beam (such as from another Medic, a Dispenser or the Payload cart.) These factors stack, further reducing the charge rate. On maps with a pre-round timer, the Medi Gun's ÜberCharge rate is not penalized for healing targets which are already fully buffed as it would normally be during the round, but the pre-round charge rate is still reduced if the player is being healed by multiple sources.

When the ÜberCharge is deployed, the Medic and his target will be encased in team-colored shells that render them invulnerable to damage (but not knockback) for eight seconds. Disguised Spies that trick an enemy Medic into Ubering them will also be invulnerable.

The Medi Gun beam will stay locked onto its target as long as the wielding Medic keeps the primary fire button held down and stays within range. This allows the Medic to turn around and effectively keep an eye out for incoming enemies from behind, and even heal allies from around corners.

Changed Medi Gun ÜberCharge meter to drain faster for each target that still has ÜberCharge beyond your current target. This means there is a penalty for having multiple people being Übercharged at one time.

Bugs

Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.

Trivia

Meet the Medic was originally going to reveal how the Medic discovered and created the Medi Gun in a interview style similar to Meet the Sniper, but it was scrapped in favor of the current video.

If the Medic heals an enemy Spy that killed a teammate, the Medic will award Kill assist on opposite side. The Medic will also be credited for a kill assist if he heals a Spy that successfully saps a building.